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Blueprint fixes
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AaronShea committed Jan 24, 2015
1 parent 25ff2f7 commit 2875ec9
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Showing 3 changed files with 6 additions and 4 deletions.
2 changes: 2 additions & 0 deletions Source/Blu/Private/BluBluprintFunctionLibrary.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -8,8 +8,10 @@ UBluBlueprintFunctionLibrary::UBluBlueprintFunctionLibrary(const class FObjectIn

UBluEye* UBluBlueprintFunctionLibrary::NewBluEye(UObject* WorldContextObject)
{

UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject);
UBluEye* tempObject = Cast<UBluEye>(StaticConstructObject(UBluEye::StaticClass()));

return tempObject;

}
4 changes: 2 additions & 2 deletions Source/Blu/Public/BluBlueprintFunctionLibrary.h
Original file line number Diff line number Diff line change
Expand Up @@ -3,13 +3,13 @@
#include "../Public/BluEye.h"
#include "BluBlueprintFunctionLibrary.generated.h"

UCLASS(ClassGroup = UI)
UCLASS(ClassGroup = Blu, Blueprintable)
class BLU_API UBluBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{

GENERATED_UCLASS_BODY()

UFUNCTION(BlueprintPure, meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject", FriendlyName = "Create BluEye", CompactNodeTitle = "BluEye", Keywords = "new create blu eye blui"), Category = Game)
UFUNCTION(BlueprintPure, meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject", FriendlyName = "Create BluEye", CompactNodeTitle = "BluEye", Keywords = "new create blu eye blui"), Category = Blu)
static UBluEye* NewBluEye(UObject* WorldContextObject);

};
4 changes: 2 additions & 2 deletions Source/Blu/Public/BluEye.h
Original file line number Diff line number Diff line change
Expand Up @@ -110,12 +110,12 @@ class BLU_API UBluEye : public UObject
int32 Height;

/* Material that will be instanced to load UI texture into it */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Blu")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Blu")
UMaterialInterface* BaseMaterial;

/* Name of parameter to load UI texture into material */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Blu")
FName TextureParameterName;
FName TextureParameterName = "BluTexture";

/* Get the texture data from our UI component */
UFUNCTION(BlueprintCallable, Category = "Blu")
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